Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
the warhead you use is very important
from what i know for small CIWS you should generally use solid shells(heat apparently also works)
explosive and flak need to be bigger to be effective
If you use simple kinetic shells like Armour piece and solid body, 2 gunpowder and use it in a belt fed autoloader. You can give decent damage but you must make sure shots are accurate by using long barrels, lightweight barrels so they can move faster, faster shells so that the time taken to target is low or tracer bases.
Like the other guy said, kinetic will be good as the damage per size is quite good, just ensure they hit.
Also, don’t expect one gun to keep up with many missiles, you may need to scatter a few around the ship to counter larger salvos.
You could also use missiles on a winch that have a radar or thermal buoy to lure missiles off the ship, which may make it easier to hit and shoot down.
I’d also recommend setting restrictions on turret block movement so they can’t aim at your deck.
Finally, you should look at missiles health and armour, as well as detection distance.
The damage multiplier is armour pierce divided by armour of block being hit.
So if a missiles has 20 armour, 1000 health, a 2000 damage kinetic shell with 10 ap would do 10/20 * 2000= 1000 damage and destroy the missile.
Then if you have 10 missiles being shot, with a detection distance 400m, a speed 200m/s. The time to kill is less than 2 seconds. Therefore you need to shoot 10 shells in less than 2 seconds. Or 300rpm in this case.
Now, shooting a large kinetic shell that does 2000 damage at a speed of 300rpm would require a ‘large’ gun.
But you should be able to figure it out properly in the designer. (Also, make sure to account for misses, so you may need triple the shells; so 900rpm for example)
Also yeah, CIWS tend to be the size of main guns and often more expensive than main guns to be effective against anything past light small to medium missile spam.
You could always use both CIWS and lams.
for smaller vehicles(sub 50k) active defenses generally arent that important, since a decent anti munition system would be too expensive. smaller vehicles generally rely on being hard to hit, which is especially useful against CRAMs
combining diffrent anti munition systems is also very useful
missile interceptors and CIWS remove missiles that would otherwise overwhelm LAMS
If you're doing anti cram CIWS you'd need high burst damage CIWS, which gets into the somewhat more complex range that people don't talk about much outside of the meta. You got a few options ranging from high capacity multiple round burst CIWS that uses railgun storage enough to fire multiple shells at low velocity usually with flak to then dump like 40 rounds a second in bursts as required, which also means you need that many loaders too. Alternatively using something like direct input 10m long 500mm flak shells fired from "flak tubes" mounted on your ship that fire at last moment against incoming shells that get past other defenses to put in large burst damage in the 30k+ damage per shot range but with reload times that are also long to go with the reloads of the enemy, 8m long 500mm using proper loaders instead of just direct input can potentially work better in this role if you need more rate of fire incase enemy reloads volleys too fast.
Okay, that is actually making a lot of sense. I might try that! If it gets too costly I might just make the lams bigger. Thanks!
You're welcome.
I would love to hear more about these CIWS! Caliber, shell composition, rail draw, gun size. You know, everything I would need to know to replicate it and hopefully learn how the heck to build a good CIWS.
it would have better range than LAMS and you could easily attach it to your existing laser array, just give it a min laser restriction to save some lasers for LAMS
https://steamuserimages-a.akamaihd.net/ugc/1923617670559422304/5F4BF1B1DD5D2B060D8CA49344F05FCB6AD33609/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
https://steamuserimages-a.akamaihd.net/ugc/1923617670559422532/2850EEBDA2FC1CF4EB4634F63A294357C4417284/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
So, not exactly "small", except in calibre: 50 mm with 20 component shells, 90 % are 17 gunpowder, one AP, one solid, one fin, 10 % are 17 gunpowder, one tracer, one fin. A sandblaster gun.